From AMOLITOR@EAGLE.WESLEYAN.EDU Wed Jun 27 23:43:43 1990
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Date: 27-JUN-1990 23:44:03.72
From: Andrew <AMOLITOR@EAGLE.WESLEYAN.EDU>
Subject: Std. element names for boot.u
To: mjr@atreus.umiacs.umd.edu, jennifer@valkyrie.ecn.uoknor.edu
Status: R

	This is the lastest copy of this document *I* have, it does includes
only those elements used by the original universe rules. Chrys, could you fill
in those elements pertaining to containers and vehicles, and re-distribute
this?

			Andrew


	GENERAL FIELDS: - anything can have one of these
		.dsc	- description (string)
		.nam	- name (string)
		.suc	- success message (string)
		.osuc	- osucc (string)
		.fl	- fail (string)
		.ofl	- ofail (string)
		._cnt	- contents (list)
		.lck	- lock (function)

	THING FIELDS: - things which are neither rooms nor exits can have these
		._loc	- location (object number)
		[.drp	- a 'drop' string. If it exists, it is echoed to
				#actor when the object is dropped]
		[.odrp	- an 'odrop' string. Echoed to everyone else in the
				room, with #actor's pre-pended, when the object
				is dropped]
		.*	- object functions. Searched by the monitor provided
			the object is being used by the actor.

	ROOM FIELDS:
		._ply	- players in the room (list)
		.ex	- room exits (list)
		.ent	- list of incoming exits (list)
		[._cnt 	- is things in the room that are not players or exits]
		[._drk	- more stuff in the room. These are DARK, and are just
				like DARK things in TinyMUD]
		[.suc is printed to you when you arrive]
		[.osuc is printed to everyone else when someone arrives]
		[.fl ??? The TinyMUD room lock system is dumb]
		[.ofl ??? The TinyMUD room lock system is dumb]
		[.parr	- called when a player arrives ]
		[.plv	- called when a player leaves ]
		[.oarr	- called when an object arrives (or is dropped)]
		[.olv	- called when an object leaves (or is taken)]
		[.lck is used - for what ? called when someone arrives ??]
		.*	- room functions (funcs searched by monitor)

	PLAYER FIELDS:
		._use	- things the player is using
		[._cnt is things that the player is carrying]
		[.lck is used - for what ?]

	EXIT FIELDS:
		.dst	- destination (object #)
		[.arr	- a string echoed in the destination room (preceded
				by the arriving thing's name) to each player
				there.]
		[.nam usually contains a lot of cookie characters for
			aliasing exits]
		[.suc is printed to you when you leave]
		[.osuc is printed to everyone else when you leave]
		[.fl is printed when you attempt to pass through the exit
			but it is locked against you]
		[.ofl is printed to everyone else when you attempt to pass
			through the exit, but it is locked against you]
		[.lck is called - if present]

From jennifer@valkyrie.ecn.uoknor.edu Fri Jun 29 12:29:52 1990
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From: jennifer@valkyrie..ecn.uoknor.edu (Moira)
Date: Fri, 29 Jun 1990 10:03:17 CDT
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To: amolitor@eagle.wesleyan.edu, mjr@atreus.umiacs.umd.edu
Status: R


	GENERAL FIELDS: - anything can have one of these
		.dsc	- description (string)
		.nam	- name (string)
		.suc	- success message (string)
		.osuc	- osucc (string)
		.fl	- fail (string)
		.ofl	- ofail (string)
		._cnt	- contents (list)
		.lck	- lock (function)

	THING FIELDS: - things which are neither rooms nor exits can have these
		._loc	- location (object number)
		[.drp	- a 'drop' string. If it exists, it is echoed to
				#actor when the object is dropped]
		[.odrp	- an 'odrop' string. Echoed to everyone else in the
				room, with #actor's pre-pended, when the object
				is dropped]
		[.cont	- shows that it's a container]
		.*	- object functions. Searched by the monitor provided
			the object is being used by the actor.

	ROOM FIELDS:
		._ply	- players in the room (list)
		.ex	- room exits (list)
		.ent	- list of incoming exits (list)
		[._cnt 	- is things in the room that are not players or exits]
		[._drk	- more stuff in the room. These are DARK, and are just
				like DARK things in TinyMUD]
			--- note: this does not exist in my boot.u
		[._veh	- list of vehicles in room]
		[.suc is printed to you when you arrive]
		[.osuc is printed to everyone else when someone arrives]
		[.fl ??? The TinyMUD room lock system is dumb]
		[.ofl ??? The TinyMUD room lock system is dumb]
		[.parr	- called when a player arrives ]
		[.plv	- called when a player leaves ]
		[.oarr	- called when an object arrives (or is dropped)]
		[.olv	- called when an object leaves (or is taken)]
		[.lck is used - for what ? called when someone arrives ??]
		[.sub	- list of subrooms (@.announce checks for them)]
		[._loc	- used if this room is a subroom]
		.*	- room functions (funcs searched by monitor)

	PLAYER FIELDS:
		._use	- things the player is using
		[._cnt is things that the player is carrying]
		[.lck is used - for what ?]

	EXIT FIELDS:
		.str	- starting location
		.dst	- destination (object #)
		[.arr	- a string echoed in the destination room (preceded
				by the arriving thing's name) to each player
				there.]
		[.nam usually contains a lot of cookie characters for
			aliasing exits]
		[.suc is printed to you when you leave]
		[.osuc is printed to everyone else when you leave]
		[.fl is printed when you attempt to pass through the exit
			but it is locked against you]
		[.ofl is printed to everyone else when you attempt to pass
			through the exit, but it is locked against you]
		[.lck is called - if present]

	VEHICLE FIELDS:	
		._loc	- current location
		.cont	- shows that it is a container
		[._cnt	- list of contents]
		[._ply	- list of players]
		[.ex 	- list of exits (this is essentially a mobile room)]
		[.ent	- list of entrances (")]
		[.sub	- list of subrooms (")]
		[.suc	- printed when you enter the vehicle]
		[.osuc	- printed to others when you enter the vehicle]
		[.fl	- printed when you can't enter the vehicle]
		[.ofl	- printed to others when you can't enter the vehicle]
		[.drp	- printed when you exit the vehicle]
		[.odrp	- printed to others when you exit the vehicle]
		[.lck	- called when you attempt to enter the vehicle]
		[.arr	- printed to people in vehicle when you enter]
		[.parr, .oarr, .plv, .olv could be called as well (aren't
			checked for yet)]


